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Old 07-04-13, 03:10 AM   #3661
La vache
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Hallo Leitender

Could not reconstruct, no time.
But I find interesting contribution of Blechkoller MS.
Note response!
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Old 07-08-13, 04:51 AM   #3662
Stoli151
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Quote:
Originally Posted by h.sie View Post
@Leitender: Switching off diesels on the surface (or at periscope depth) for a short time period should temporarily enable the hydrophones. Sorry, more I cannot help. I will not touch that fix again, it's 2 years old. By the way: Intensively playing World Of Tanks (an unrealistic arcade game with little tactics/strategy) showed me that a game can be fun even if it is not realistic.

@Rowi: Thx for the feedback!

BEst wishes!

H.Sie
@h.sie. I just wanted to thank you for making this patch available to steam users. When you made it I did not realize how much extra effort it took for little personal reward. I've enjoyed it immensely. Thanks again.
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Old 07-18-13, 10:49 PM   #3663
sckallst
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Two questions:

1) Has anybody gotten this to work with the version of the game that is available from Gamersgate?

2) Should the exe fixer be run before installing GWX (assuming yes to this).
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Old 07-19-13, 12:48 AM   #3664
desertstriker
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install after GWX
and what is gamersgate i never heard of it.
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Old 07-19-13, 03:50 AM   #3665
Tycho
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Quote:
Originally Posted by sckallst View Post
1) Has anybody gotten this to work with the version of the game that is available from Gamersgate?
Yes! I install this and Stiebler Add-on on version from Gamersgate, just two weeks ago. No problem for me.
__________________
If you ride like lightning, you're gonna crash like thunder.
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Old 07-19-13, 09:29 PM   #3666
sckallst
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Thanks, Tycho.

DesertStriker, Gamersgate is a good online game store. Worth checking out if you're in the mood to buy or browse.
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Old 07-19-13, 10:13 PM   #3667
desertstriker
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unfortunatly my wallet and i are not on speaking terms because of the steam summer sale atm i will have to look after the next paycheck
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Old 07-20-13, 09:39 AM   #3668
mkIpetrucci
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Hello. gentlemen!

After succesfully patching sh3.exe and then adding the new messages, at the last step (adding the AI-Subs for the Wolfpack Mod) I have a problem:

I am trying to add the AI subs, but I am not sure where to do it, since my last [Unit xxxx] doesn't have a corresponding [Unit xxxx.Waypoint 1]. And my last [Unit xxxx] is not a "fixed" one, it's a Hunt I Class DD.

These are my last [Unit xxxx] and [Unit xxxx.Waypoint 1] entries from the Campaign_SCR.mis file:

[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000

[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0

[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000


So, where should I insert the AI subs? Variant a or b?

a.

[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000

HERE to insert AI subs, with a starting unit number of 6611 and and ending one of
6622 and then, also change the following Hunt I Class unit name from
6611 to 6623?

[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0

[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000

b.

[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000

[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0


HERE to insert AI subs, with a starting unit number of 6612 and and ending one of
6623

[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0

[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000


Thank you in advance for any info!

Last edited by mkIpetrucci; 07-20-13 at 10:29 AM.
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Old 07-21-13, 12:33 AM   #3669
desertstriker
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you might not like this suggestion but here it goes. back up the original file and "play" the file and see what works. if you get a CTD you know you did something wrong if the wolfpack test single mission fails to do something correctly try agian.
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Old 08-01-13, 02:41 AM   #3670
SnipersHunter
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Thanks for the great patch h.sie
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Old 08-01-13, 09:03 PM   #3671
JeromeHeretic
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Quote:
Originally Posted by Leitender View Post

1939: 87/181=48%
1940: 322/898=36%
1941: 352/865=41%
1942: 710/1600=44%
1943: 331/805=41%
1944: 169/396=43%

So, what does that mean? The first table seams to be clear: reduction from 17% to 6% because of improvements due to improved pistols. But the second? To be honest i have expected the opposite: Highest missing rate in 1940, during the climax of the crisis, but not the lowest. So how can we interprete this numbers? No idea at the moment. That´s the big problem: Not to get many dates, but how to interpret them correctly.
How do you like this idea?
From end of year 42 alies destroy HUGE amount of german uboat. So old, expirienced seawolf captains was laying in his cold, steel U-coffin and kriegsmarine was pushed to train new captains and crews in big hurry and thats it. One problem was solved - the technical one. But second shows up - the human one. Germany has big problem with unexpirienced crews.
Meybe this is why percentage of failures was the same even the statistics (and tests) shows, that technical problem was solved.
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Old 08-01-13, 09:07 PM   #3672
JeromeHeretic
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Quote:
Originally Posted by Montekidlo View Post
My head is still spinning from what yankees did with injuns and africans. You shouldn't be telling your laundry is a little bit cleaner than those of Axis. Because history remembers everything.
No, history don't remember everything, because the winners are writing history. :-)

Last edited by JeromeHeretic; 08-01-13 at 09:17 PM.
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Old 08-04-13, 03:34 AM   #3673
Leitender
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Quote:
Originally Posted by JeromeHeretic View Post
How do you like this idea?
From end of year 42 alies destroy HUGE amount of german uboat. So old, expirienced seawolf captains was laying in his cold, steel U-coffin and kriegsmarine was pushed to train new captains and crews in big hurry and thats it. One problem was solved - the technical one. But second shows up - the human one. Germany has big problem with unexpirienced crews.
Meybe this is why percentage of failures was the same even the statistics (and tests) shows, that technical problem was solved.

Hi JeromeHeretic,

thank you very much for your thoughts. From what i read, i kept in mind that Dönitz was insisting on a good education for the u-boat crews - at least for half a year in the "AGRU Front". This was supposed to be true. Others (Suhren) told anything else: training was getting worse when the war proceeded.

Another thing i was stumbling upon: if the kaleuns didn´t know that there were so many duds, they couldn´t explain torpedo failures as duds. From where should they have known this? In the best case, the failure was "unexplainable" else it was supposed to be a miss due to wrong torpedo solution. Hm...

Greetings.
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Old 08-09-13, 06:10 AM   #3674
Neugeniko
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@Makman94, Rubini or h.sie
Regarding Night Vision Fix.

Hi guys,

The help file for this mod recommends changing sensors.cfg parameter -
Visual light factor to 0.8. Currently its 5.0 in GWX, that seems a big change, will it change the viablity of night surface attacks compared to GWX?

Cheers,
Neug
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Old 08-09-13, 07:04 AM   #3675
Neugeniko
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@Leitender

I think if the following was programmed it would fix the experience you are having with the hydrophone. The hardest part would be finding where RPM is stored.

If (DIESELS == ON) AND RPM>0 {
HYDROFONES = OFF;
}

Neug
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